CSceneEntity::ShouldTransmit
0x0080f5b0 · 237 bytes · __thiscall
_ZN12CSceneEntity14ShouldTransmitEPK18CCheckTransmitInfo
Decompiled
undefined (2 params)
/* CSceneEntity::ShouldTransmit(CCheckTransmitInfo const*) */
int __thiscall CSceneEntity::ShouldTransmit(CSceneEntity *this,CCheckTransmitInfo *param_1)
{
int *piVar1;
byte *pbVar2;
char cVar3;
int iVar4;
int iVar5;
uint uVar6;
byte *pbVar7;
CBasePlayer *this_00;
int iVar8;
iVar4 = CBaseEntity::ShouldTransmit((CBaseEntity *)this,param_1);
piVar1 = *(int **)(this + 0x710);
if (piVar1 == (int *)0x0) {
return iVar4;
}
iVar8 = 0;
if ((iVar4 != 0x10) && (iVar5 = (**(code **)(*piVar1 + 0x10))(piVar1), 0 < iVar5)) {
do {
uVar6 = (**(code **)(**(int **)(this + 0x710) + 0x14))(*(int **)(this + 0x710),iVar8);
if (uVar6 < 0x800) {
pbVar2 = *(byte **)(gpGlobals + 0x58);
if (pbVar2 != (byte *)0x0) {
pbVar7 = pbVar2 + uVar6 * 0x10;
if ((*pbVar7 & 2) != 0) goto LAB_0080f66c;
LAB_0080f625:
piVar1 = *(int **)(pbVar7 + 0xc);
if ((piVar1 != (int *)0x0) &&
(this_00 = (CBasePlayer *)(**(code **)(*piVar1 + 0x18))(piVar1),
this_00 != (CBasePlayer *)0x0)) {
if (*(edict_t **)param_1 == *(edict_t **)(this_00 + 0x30)) {
return iVar4;
}
cVar3 = CBasePlayer::IsSplitScreenUserOnEdict(this_00,*(edict_t **)param_1);
if (cVar3 != '\0') {
return iVar4;
}
}
}
}
else {
pbVar2 = *(byte **)(gpGlobals + 0x58);
if (*(byte **)(gpGlobals + 0x58) != (byte *)0x0) {
LAB_0080f66c:
pbVar7 = pbVar2;
if ((*pbVar7 & 2) == 0) goto LAB_0080f625;
}
}
iVar8 = iVar8 + 1;
iVar5 = (**(code **)(**(int **)(this + 0x710) + 0x10))(*(int **)(this + 0x710));
} while (iVar8 < iVar5);
}
return 0x10;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.